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JuKu96

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Everything posted by JuKu96

  1. After a while (more than 1 hour) the game server crashed. Its not the first time, the game crashed on this way. I have attached all log files. crashlog.dmp crashlog.txt system_info.txt interestinglog.html mainlog.html EDIT: Sry, wrong forum! Can an admin move it to https://wildfiregames.com/forum/index.php?/forum/378-bug-reports ?
  2. Why isnt 0 A.D. available on Steam? On Steam more players can find 0 A.D.
  3. Hi, The 0 A.D. Server crashed on Windows 10 after a while. I have played 2 times an multiplayer game on alpha 21 and on every game there was an crash after a while (for example 30 minutes). System Information: Windows 10 Computer: MSI GL72 6QF CPU: Intel i7-6700HQ RAM: 8GB Graphic Card: Nvidia GTX960M Are there some logs?
  4. Hi, It will be an nice feature, if you can choose your port number in mutiplayer lobby itself. Background is that telekom in Germany blocks some TCP & UPD ports and so it is possible, that some players cannot host some games with their router (if UDP port 20595 is blocked). If you can choose the port yourself, you can prevent this issue.
  5. Is this an known problem and will be fixed or an feature?
  6. Why is code syntax highlighting now so good? There are only shown 1 line of code, where is the rest? @agentx: How can i get the first units, if the game starts, for example to request them to build a store house?
  7. Hi, There are an couple of things, where i dont know, if its an bug or an feature. For example i couldnt see my team mates area in an multiplayer game at beginning. Is this an feature? Next, not every unit can destroy every building. Also it seems to be that some buildings arent destroyable. What is about capturing? How does this feature works? I think new alpha isnt really easy to start, like other versions of this game. There are some features, which makes this game an little bit too complicated for beginners. Whats the intention about it? I play 0 A.D. since alpha 16, now its alpha 19.
  8. Its maybe also an good start for multi threading in 0 A.D. , if you put all units without an formation, for example all units which are collecting resources, to an other thread. They dont have dependencies and can be calculated parallel to the formation units, or? Can you say me, where the code for path finding is, for example in which classes or in which files? If the path finding calculation has all data about size and obstacles, why doesnt the path finder split units, for example, if they are going around a house?
  9. You can look in the lobby and ask people. You could play alpha16 with civ limit unlimited. Many players say, that performance was better in alpha17, than in alpha18. But i think the user experiences also depends on the network connection and the cpu. The most users have a good internet connection, 16k+. Normally, 0 A.D. ist developed for games with civ limit 300. The most games in 0 A.D. lobby are hosted with civ limit 300. civ limit 200 isnt enough, 300 is also not huge, for so complex and really good economy simulation. It isnt possible, that only the host calculates data, i know. I have thought, that every client can pre calculate data and the host sends all data every x turns. But this is only an idea. If the game state has some MB, this isnt possible. And non-sync is also not possible, i think. But path finding can be optimized with multi threading. I think the path finding calculation depends on the previous turn and the formations, or? If you give every unit a thread, this means 4x300 Threads for 4 players with civ limit 300. It is better to use an executor, or? This executor has an queue, with for example tasks for path finding for 200 units. So you can split the 1 thread in for example 6 threads with 6 executors. Yes.
  10. Currently, 0 A.D. doesnt support multi threading. I have discussed this with some developers in the IRC channel some time ago. I think this is one of the 2 main problems of the lags, the simulation lag and the network lag. The network lag is already here, but the simulation lag can be fixed. If 0 A.D. does support multi threading for units, for example every thread has an executor and execute tasks or calculate the movements from 50 units, you can make the game much faster, i think. 0 A.D. lags currently, if the data has to be sync. You dont need to support multi threading for all things in 0 A.D., i think this isnt possible without rewrite more than 50% of the code, but there are many little things, which can be optimized. The only problem is, that the synchronization is very difficult with multi threading. But Asynchronous synchronization is also possible, i think. Every executor is responsible for example for 50 units and synchronize they independent from the other executors. You can do the same with ai, but i think its better, if only the host is responsible for ai, every client can compute data for ai, but only the host say, what the ai has to do. One of the main problems is also the synchronization. Every client has to compute all data and synchronize this data with the host. Why doesnt only the host calculate the data? So you can also avoid oos. Or every client calculates data, but if there are differents, the data from the host will be set. You have choose this, because you want to pre calculate units and reduce data to send, if there are more network lag. Balance in alpha 17 was better, i think, you could play alpha 17 without lag, alpha 18 not. Its also caused by formations, but this is an other problem. Is it an idea to add a setting in multiplayer mode, where the host can enable formations, or not? I know, its very difficult to change 0 A.D. structure, because of the history. But the new cpu s dont have a higher frequency rate, they have more cores. For example, in the past, a cpu has a frequency rate of 3,00GHz, nowadays a cpu has only 1,80GHz, but 8 cores on a new i7, to save power and so on and the new cpu s are much faster than they. I think its the right way to try to support multi threading a little bit. But this is only a discussion. I also want to help developing 0 A.D., but i have wrote with an developer, i think it isnt so easy to start developing with the Game Engine. Execuse me for my english, i am from Germany and my english is not the best.
  11. This thread is marked with the label hot. So i want to write more in this tutorial. How can i move some soldiers or get a list of all the soldiers?
  12. I have an NVIDIA graphic card.
  13. Hello, After start a multiplayer game i can play a while and then today i the ui was destroyed. I have attacked a picture. I have the alpha 17 since alpha 17 released and the alpha 17 has work, but today i had some problems with alpha 17. Is this an bug? How can i fix this bug?
  14. Has anyone create this patch? http://trac.wildfiregames.com/ticket/1419
  15. thanks for your answers! I will look to your list.
  16. Hi, I want to ask to help the developer team in someone? Execuse me for my english, i am from Germany and my english is not the best! My name is Justin, i am 18 years old and have found 0 A.D. 1 week ago and play it very often now. I have looked in the game code SVN and the mods and have also found some translation, they arent right. I programm since i am 11 years old, first i have programmed in C and C++, but very long time ago, nowadays i programm much in Java, also for Android, also in HTML, CSS, a bit Javascript & JQuery, PHP & MySQL. I am not an profi! I want to collect more experience, so I want to ask, if I can help something.
  17. Somebody else has also an problem, where all clients gets the following error message. error running fsm update.
  18. I have hosted 2 games and after a while, they crashed. I have attached some images with the error messages and the logs. EDIT: The error messages arent on the screenshot? This was an rated game. logs.zip
  19. If you play a multiplayer game with an AI, you can access to the developer overview, which you can control the other solderis and show the open map.
  20. thanks to niektb and leper! I have change the dependencies now.
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